Difference between revisions of "Drum of earthquake"

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A '''drum of earthquake''' is a magical [[drum]]. Drums of earthquake are atonal [[musical instrument]]s, so they cannot be used to play the [[passtune]].
+
The '''drum of earthquake''' is a magical [[drum]] in ''[[NetHack]]''.
  
== Generation ==
+
==Generation==
 
+
A drum of earthquake is generated with 4-8 charges.{{refsrc|mkobj.c|522}}
It is generated with 4-8 charges.{{refsrc|mkobj.c|522}}
 
  
 
== Effects ==
 
== Effects ==
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Red: 1-9, blue 10-19, green 20-29}}}}
 
Red: 1-9, blue 10-19, green 20-29}}}}
  
[[Apply]]ing a charged drum of earthquake will create several [[pit]]s around and possibly ''under'' you, anger nearby [[peaceful]] [[monster]]s, and wake up (and possibly [[scare]]) all monsters on the level.{{refsrc|music.c|447}}{{refsrc|music.c|216}} This will "produce a heavy, thunderous rolling!" A drum with no charges behaves like a [[leather drum]].
+
[[Apply]]ing a charged drum of earthquake will will "produce a heavy, thunderous rolling!" This will create several [[pit]]s around and possibly ''under'' you; it will wake up all [[monster]]s on the level, unfreezing them as well.{{refsrc|music.c|447}}{{refsrc|music.c|216}} Monsters hidden on the ceiling will be shaken off.
  
The power of this item increases massively as you level up{{refsrc|music.c|453}}; at [[XL]] 30 it will create large fields of pits, as opposed to just a few around you.
+
Monsters within 23.7 Euclidean distance will [[flee]] if they don't [[monster magic resistance|resist]], and [[peaceful]] monsters within a 4*((u.ulevel - 1) / 3 + 1)+1 wide square centered on you will become hostile. The [[Wizard of Yendor]] and other "meditating" monsters will only be awakened in that square area.
  
The pits created by a drum of earthquake can destroy [[Altar|altars]], even on [[Digging|undiggable]] dungeon levels. Besides breaking a wand of digging, this is the only way to destroy the unaligned altars in the [[Valley of the Dead]] and [[Orcus-town]].  The high altars in [[Moloch's Sanctum]] and the [[Astral Plane]] are unaffected.
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A drum with no charges behaves like a [[leather drum]].  
  
All monsters on the level are unfrozen, monsters within 23.7 Euclidean distance will flee if they don't [[monster magic resistance|resist]], and monsters within a 4*((u.ulevel - 1) / 3 + 1)+1 wide square centered on you will become hostile. In this square area you create pits. The [[Wizard of Yendor]] and other monsters "waiting for you" are activated only in the square area.
+
The power of this item increases massively as you level up{{refsrc|music.c|453}}; at [[XL]] 30 it will create large fields of pits, as opposed to just a few around you.
  
== Strategy ==
+
The pits created by a drum of earthquake can destroy [[altar]]s similar to [[apply]]ing a [[wand of digging]], and works even on [[Digging|undiggable]] dungeon levels. The high altars in [[Moloch's Sanctum]] and the [[Astral Plane]] will be unaffected.
The drum of earthquake is a quirky item, to say the least.  Its results are not unambiguously ''bad'', but it is still hard to come up with good uses for it.  Apart from breaking a wand of digging, it is perhaps the only item in the game capable of opening pits under squares the character is not currently standing on, but the number and distribution of the pits is randomized, so it can not be used to open a pit on a specific square.  Perhaps some future genius will work out a brilliant drum of earthquake-based strategy that dominates the game, but until that happens, here are some ideas:
 
*It may remotely wake up monsters.  Uses for this include:
 
**Attracting the [[rogue quest]] nemesis (stand at the bottom right square of the left segment of the level, and as long as you are at least level 13 the assassin should wake up).
 
**Perhaps the most useful application is to use it to awaken the [[Wizard of Yendor]] without having to do the Wizard's Tower.
 
**In [[SLASH'EM]], it can wake up [[Vlad the Impaler]], to get the Candelabrum without the [[alignment key]]s.
 
*Shake hidden monsters off the ceiling
 
*Trap monsters in a pit(maybe) and [[pounding | pound]] them with a polearm or fire missiles at them in relative safety.
 
*If [[levitation | levitating]], create an obstacle course to slow monsters pursuing you.
 
*Save it for [[polypiling]]; the drum is a magical tool, and may turn into a [[magic marker]].
 
*Unblock some [[Sokoban]] [[boulders]] if the [[scroll of earth]] you read was not [[cursed]] after all.
 
*Unload it in [[Moloch's Sanctum]] after grabbing the Amulet.  Satisfying, but not really helpful in game terms.
 
*At a high level, it can be useful to immobilize most non-flying monsters on a level, for instance the aligned priests and player monsters on the [[Astral Plane]].
 
*If a monster is wielding a [[footrice]] corpse, the monster's fall into a pit will result in the monster being [[stoning|stoned]] instead of you.
 
  
Be very careful using this item on levels that contain peaceful monsters you don't want to provoke.  In particular, creating an earthquake in [[Minetown]] or on the [[quest]] home level is a very [[bad idea]].
+
==Strategy==
 +
{{main|Leather drum}}
 +
The drum of earthquake's random number and distribution of created pits makes it completely unreliable for opening a pit on a specific square. Be very careful using an unidentified drum on levels with peaceful monsters you don't want to provoke - in particular, creating an earthquake in [[Minetown]] or on the [[quest]] home level is a very [[bad idea]].
  
=== Uncharged ===
+
For scenarios where you ''do'' want to wake up monsters, the drum of earthquake is likely the best means of awakening the [[Wizard of Yendor]] without having to cross the [[Wizard's Tower]]. [[Rogue]]s in particular can attract the attention of their [[quest nemesis]], the [[Master Assassin]], by applying the drum while standing at the bottom right square of the left section of the [[Rogue quest#Goal level|goal level]]; barring unfortunate [[level drain]]s, their level should be high enough for the effects to reach.
  
{{main|Leather drum}}
+
At a high level, it can be useful to immobilize most non-[[flying]] monsters on a level, such as the aligned priests and player monsters on the [[Astral Plane]]. It also has a niche application with [[levitation]] or [[flying]], where it can be used while doing either to slow down pursuing monsters.
  
It can also be used as an ordinary leather drum: to awaken sleeping monsters from a distance, or to gain rogues' [[backstab]] damage.  For example, it will awaken the [[Chromatic Dragon]] on the [[Caveman quest]] without requiring the player to leave the downstairs square.  The aesthetic effect of using a drum of earthquake for this particular task (opening perhaps dozens of pits on a large, open level) is also quite pleasing.
+
The same strategies for a leather drum apply to a drum of earthquake with no charges. Additionally, a spare drum of earthquake is suitable polyfodder as a magical tool, and especially so for [[pacifist]] [[conduct]] players since opening pits under monsters can kill them, which breaks the conduct.
The [[Wizard of Yendor]] will also spare you some digging if summoned this way.
 
  
Pacifist players will probably empty this instrument in a safe area because they would risk breaking conduct by opening chasms under monsters. As a leather drum, it is great for unfreezing pets that have attacked a [[floating eye]].
+
==Variants==
 +
===SLASH'EM===
 +
In [[SLASH'EM]], it can wake up [[Vlad the Impaler]], to get the Candelabrum without the [[alignment key]]s.
  
 
==Encyclopedia entry==
 
==Encyclopedia entry==
 
 
{{encyclopedia-redirect|leather drum}}
 
{{encyclopedia-redirect|leather drum}}
  
== References ==
+
==References==
 
 
 
<references />
 
<references />
 
  
 
{{nethack-343}}
 
{{nethack-343}}
 
[[Category:Musical instruments]]
 
[[Category:Musical instruments]]
 +
[[Category:Magical tools]]

Revision as of 00:31, 18 January 2021

( Drum.png
Name drum of earthquake
Appearance drum
Base price 25 zm
Weight 25
Material leather
Monster use Will not be used by monsters.

The drum of earthquake is a magical drum in NetHack.

Generation

A drum of earthquake is generated with 4-8 charges.[1]

Effects

......................
888888888888888888888.
888888888888888888888.
555555555555555555588.
555555555555555555588.
222222222222222225588.
222222222222222225588.
999999999999999225588.
999999999999999225588.
666666666666699225588.
666666666666699225588.
333333333336699225588.
333333333336699225588.
000000000336699225588.
000000000336699225588.
777777700336699225588.
777777700336699225588.
444447700336699225588.
444447700336699225588.
111447700336699225588.
111447700336699225588.
@11447700336699225588.
Size of pits and anger area.

Numbers: minimum experience level to affect that spot.

Red: 1-9, blue 10-19, green 20-29

Applying a charged drum of earthquake will will "produce a heavy, thunderous rolling!" This will create several pits around and possibly under you; it will wake up all monsters on the level, unfreezing them as well.[2][3] Monsters hidden on the ceiling will be shaken off.

Monsters within 23.7 Euclidean distance will flee if they don't resist, and peaceful monsters within a 4*((u.ulevel - 1) / 3 + 1)+1 wide square centered on you will become hostile. The Wizard of Yendor and other "meditating" monsters will only be awakened in that square area.

A drum with no charges behaves like a leather drum.

The power of this item increases massively as you level up[4]; at XL 30 it will create large fields of pits, as opposed to just a few around you.

The pits created by a drum of earthquake can destroy altars similar to applying a wand of digging, and works even on undiggable dungeon levels. The high altars in Moloch's Sanctum and the Astral Plane will be unaffected.

Strategy

Main article: Leather drum

The drum of earthquake's random number and distribution of created pits makes it completely unreliable for opening a pit on a specific square. Be very careful using an unidentified drum on levels with peaceful monsters you don't want to provoke - in particular, creating an earthquake in Minetown or on the quest home level is a very bad idea.

For scenarios where you do want to wake up monsters, the drum of earthquake is likely the best means of awakening the Wizard of Yendor without having to cross the Wizard's Tower. Rogues in particular can attract the attention of their quest nemesis, the Master Assassin, by applying the drum while standing at the bottom right square of the left section of the goal level; barring unfortunate level drains, their level should be high enough for the effects to reach.

At a high level, it can be useful to immobilize most non-flying monsters on a level, such as the aligned priests and player monsters on the Astral Plane. It also has a niche application with levitation or flying, where it can be used while doing either to slow down pursuing monsters.

The same strategies for a leather drum apply to a drum of earthquake with no charges. Additionally, a spare drum of earthquake is suitable polyfodder as a magical tool, and especially so for pacifist conduct players since opening pits under monsters can kill them, which breaks the conduct.

Variants

SLASH'EM

In SLASH'EM, it can wake up Vlad the Impaler, to get the Candelabrum without the alignment keys.

Encyclopedia entry

See the encyclopedia entry for leather drum.

References


This page may need to be updated for the current version of NetHack.

It may contain text specific to NetHack 3.4.3. Information on this page may be out of date.

Editors: After reviewing this page and making necessary edits, please change the {{nethack-343}} tag to the current version's tag or {{noversion}} as appropriate.